The new year has come to the lands of Thyrea, marked by narrative design work and preparation for exciting challenges. In the last month we made significant advancements in design and development of both gameplay and lore. The scenario writing process has begun and we plan to dedicate a future update to the narrative design and the game lore.
In the meantime, today we want to talk about gameplay. The playtest sessions are proceeding well and all monsters in the core game have successfully gone through three steps of testing, at all difficulty levels and player counts. So, in this 1st update of 2022 we want to share with you an overview of the core monsters’ mechanics. We divide them by their element type and we also show the connection between the monsters and their related craftable equipment.

The monsters belonging to the Fire element are aggressive and control-oriented. These monsters really ignite by suffering damage and receiving attacks; they use Fire terrains to control the board and the player’s sequence: while Vyraxen breathes fire, Kharja controls the surrounding volcanic environment. They adopt a strategy that burns the players’ deck: the burn strategy focuses on discarding cards from the player’s deck dealing damage when they empty their deck and removing important cards from the player’s available options.
These features are also reflected in the craftable Fire equipments. This gear is centered around the idea of discarding cards, burning your deck to gain bonuses, or even suffering damage to trigger powerups and special effects.


The Coral monsters are designed to synergize with the Water terrains. The gameplay effect of these terrains is to put a limit on the number of cards a player can have in their sequence. The strategy adopted by these monsters is based on the idea of slowing down the players while shortening the duration of the game. In facts, both Korowon and Orouxen can raise the water level on the board and advance the round track putting a count-down on the game.
Another important feature of the Coral element is health regeneration. According to a myth from an ancient culture in Thyrea, the primordial fire destroyed the ancient world and then heated the water from which life started again. In gameplay terms, Korowon and Orouxen are able to regenerate and remove all damage they sustain based on specific gameplay patterns. The same applies to Coral equipment: if the fire element burns your health, the coral one regenerates it.


The main feature of Horn monsters is their ability to harden their scales and skin to become invulnerable to status effects (like Stun, Confused and more) and ignore any damage that exceed their toughness value. The hardening mechanics have been built around a special track printed on the monster board. The harden track starts at zero and increases during the game following rules that are specific to the monster. Once the track reaches level 3, the monster becomes hardened ; players may have the opportunity to decrease the track by completing objectives and learning specific gameplay patterns.
The equipment related to the Horn element is designed around the concept of empowering the Hunter manipulating their Stamina economy.


From the lore of Thyrea, Crystal monsters have a mysterious origin that players have the opportunity to discover during the campaign. The crystals are connected to an ancient magic and they can induce visions of past and future. For this reason, monsters related to the Crystal element use mechanics that force players to reveal cards from the top of their deck and use them to trigger attacks and many other different effects.
Also, another mechanical trait of this monster category is the fact that they make use of card colors to set up synergies and trigger combos. This, together with the reveal effects, is also present on the Crystal equipment’s ability texts.


The monsters belonging to the Thunder element both focus on controlling the players’ hand through discard and forced recycle effects. To reflect the unpredictability of storms and thunders that are thematically associated to these monsters, the Behaviour effects include a bit more randomness in the form of discarding random cards from hand or picking random targets for the attacks.
Thematically, both Ozew and Jekoros channel electricity and unleash the power of a storm: mechanically the monsters make use of special Charge counters to indicate they are accumulating electric charge until they are able to unleash their most powerful attack. Each monster follows its own pattern to accumulate charge and players will have to learn how to prevent the process and how to avoid being thunderstruck!
The Electro equipment design is based on similar principles and reflects the monsters’ control effects, providing for example the Stun ability, as well as the process of accumulating counters to unleash their full power.


The main feature of monsters belonging to the Metal category is certainly their armoured skin. From the design perspective we differentiated this feature from the Horn monsters’ harden track by adding damage reduction mechanics, called Shield (basically, monsters reduce any kind of damage they take based on their level). Also, Metal monsters have the ability to blank the players’ action cards nullifying their ability text. These features really make them « tank monsters », which is something that hunters will have to work around when preparing their builds against these creatures.
Also, both Hurom and Tarragua are monsters that have special Attrition synergies. As a consequence, the related Metal equipment similarly focuses on Attrition providing interesting deckbuilding options for the players.

All that being said, within the same element, each monster has its own distinctive behaviour and playstyle. There are many details and aspects that differentiate the monsters: from the Reaction icons that determine the responsiveness and the rapidity, to the Objective card mechanics and the use of unique terrains or special components like « Minion cards », special Wound cards and customized Attrition deck.
For future updates content, which monster would you like us to deepen, going into more gameplay details? Also, which monster’s narrative background would you like to know more about? 
What’s next?
February will be an intense month dedicated to the playtest of the expansions’ content as well as the progress in the campaign writing and design. Also, a lot of work involves the finalization of 3D miniatures files, which is a crucial part of the production. We are currently working on the file optimization with the factory in view of the mould creation and we cannot wait to show you the result as we go further through the process.